Creatures
Cinder Wall -> Excellent one-drop for the build. Unfortunately it can only block once.
Slumbering Dragon -> A two-off that perfectly suits our needs. I also increases in size whenever we get attacked.
Torpid Moloch -> The only defender that won't survive a pyroclasm, but instead it comes with a built-in ability to be a finisher itself.
Mogg Flunkies -> Surprisingly some one of the stronger cards. The text is obviously a drawback, but if you can crew a vehicle with other creatures, they will be able to attack just fine.
Ogre Sentry -> Just a 3/3 defender for 2, awesome for the deck.
Okk -> A 4/4 for two, but has to be used in conjuncture with a vehicle to be a threat.
Spells
Pyroclasm -> Pretty much a one-sided board wipe as almost all of our creatures have more than two toughness. Works wonders against decks that run a lot of creatures, like Humans, Merfolk or token-based decks.
Skin Invasion
-> Versatile card to interact with the creatures your opponent do wan't to loose. Can also be used on your own Cinder Wall if you know it is going to die anyway. Excellent trade.
Vehicles
Consulate Dreadnought -> On paper an unplayable card, but in this deck it will fairly consistently help you swing for 7 on turn two.
Heart of Kiran -> Easily the best vehicle in the deck. Allows us to attack in the air, but can also be used to block on the subsequent turn if we need it.
Renegade Freighter -> Essentially a vehicle that attacks for 5 with trample.
Cultivator's Caravan -> Versatile vehicle that also helps us ramp if we need it to.
Mizzium Tank -> Can 'activate' itself whenever we cast another non-creature spell.
Sideboard
Tormod's Crypt -> Much needed cards to hate on your opponents graveyard
Damping Sphere -> Great card against decks like Storm, Amulet Titan and Tron
Lightning Mare -> Adds some pressure to blue decks
Smelt -> Artifact removal
Dragon's Claw -> Other red decks tend to be faster than us, so we need to stay alive for longer
Boil -> Just to mess with their stuff